#ionic-native/camera vs. #ionic-native/media-capture - ionic-framework

I've started to work with Ionic, just to have some experience with it. And so far I like and hate it.
I hate it, because it's confusing sometimes. Like in this case: what should I use #ionic-native/camera or #ionic-native/media-capture to take pictures? The examples I found use the first one, but I see that the second one provides me with more information about the picture after taking it (such as width/height).
So - which should I use? And if I am supposed the first one, how can I retrieve the image information (e.g. width/height) afterwards?
Sorry if my question is stupid, but I really can't find good information regarding this topic.

Long story short: Use whatever plugin you want.
Both of the plugins have an ionic-native wrapper available (cordova-plugin-media-capture and cordova-plugin-camera). If the media-capture plugin fits your needs better you should use this one. Both plugins are maintained by Apache so they should both be of high quality.
So whats the difference then?
The media-capture plugin simply offers more functionality than the camera one. You can capture Audio, Video and Photos and with cordova-plugin-camera you can only capture single photos.

Related

What has replaced Application.CaptureScreenshot in Unity

My goal is to convert a block of text that is on the screen into an image and save it to the user's gallery (or downloads folder, or anywhere on there phone that allows them access to it)
On searching through the many many threads on this subject it seems the best way is to take a screenshot with the "camera".
However, the manual tells me to use Application.CaptureScreenshot but in unity it says that is depreciated.
All i can find on searching for alternatives are paid for assets (seems dodgy for something that should be so simple) and examples of using Application.CaptureScreenshot
ScreenCapture.CaptureScreenshot is what you are looking for now.

How to use GPGS in a web-libgdx game?

sorry for my English.
How to use GPGS in a web-libgdx game?
If I understand correctly, I need to use RestAPI and javascript(I do not have enough skills in JS) with GWT in libgdx. But I don`t know how to relate everything.
I have not find examples or articles on this topic so I will be grateful for any help.
REST API is an option for this though, but there are various other options to choose from. One of the easiest way is to use the platform specific code via interfacing
Everything that doesn't get integrated directly with libGDX won't work the "write once, run anywhere" way - this applies for achievements, leaderboards.
So what you do is to add the library dependencies to the projects you generate. Then implement a generic interface, AchievementHandler with methods like unlockAchievement(String achievementId). You can then implement this via AndroidAchievementHandler which in-turn uses GPGS.
A sample application demonstrating how this can be achieved is available on github here.
Hope this helps!

How do I build a wiki into an iPhone app?

I want to build an iPhone app that is really a wrapper around a wiki. Specifically, I have some static reference content that can be represented by a hyperlinked set of pages and want to build an app that will provide a nice interface over this content, including search, bookmarking, and annotating. I'm wondering what the best approach is for building something like this.
(I'm spent a fair bit of time googling for answers but pretty much every combination of search terms I can think of returns links to wikis, not links about putting a wiki into an app).
Are there libraries out there for handling wiki content (rendering, navigating links etc.)? I imagine I could just represent my content as a set of local HTML pages and point the web browser control at these but that doesn't seem right. Any ideas on how best to approach this in the iOS world?
Thanks in advance!
Try looking at TWedit, it is a wrapper for the excellent TiddlyWiki which is a single file WIKI built around JavaScript and HTML. TW is very powerful and well supported with many plugins available.

iPhone SDK: Ideas on how to implement a help facility for application

We we wondering what are some ways developers have added a help function to their apps. What are some techniques people have used?
One way we were thinking of is to us UIWebView to display a HTML file with help instructions.
Thoughts appreciated.
I'm using UIWebView right now which pretty much contains all the help in a single page, along with some JQuery things to display popups, etc. But I like the way iCab Mobile (et al.) are doing things which is a sectioned UITableView with each row a separate topic or section within their overall help information (complete with icons...) then in their bundle they have each section in its own html file, organized by localization.
Another thing in my queue for the next release is to provide a dynamic "News" view. The rough idea is as follows... I have on my server a file or CGI where I can place small bits of news I'd like to push out to users. On startup, my app checks for network availability and if present, start a thread to see if anything has changed on the server since last updating the News data. If changes present, post an alert letting user know, and asking if they'd like to read it now. At that point, the latest news is already downloaded and cached, so they can simply read it later if they want, and I won't post anymore alerts until the server file changes again. (And one could add a preference/setting to disable these alerts.)
I'm thinking this would be a good way to let people know that some nasty bug is known and fixed and an update is sitting in the queue, solicit beta testers, promote upcoming features or other apps, etc. I can see where constant alerts everytime I've got something new to promote would get annoying, so having a setting to disable them means the user never has to read them unless they want to. Although some kind of override to warn of recently discovered/fixed bugs seems sensible.
FWIW, the author of Mover+/Mover has just started doing a similar thing, though I think Emanuele is perhaps only showing one Notelet at a time, whereas I envision a bit more of a history (shown in UIWebView) until I decide to age stuff off the bottom of the stack.
I'm using a scroll/page view to show several images containing small notes. Each image then tells the user about the more advanced functions on a specific part of the app.
In my opinion the help should only contain information that isn't a 100% relevant for the use of the application. It should be things the advanced user should use to make more use of the app. It should contain gold for the power users. The "basics" should be so obvious that no help would ever be needed. If that's not the case, I think, you've failed as a developer on the iPhone platform.
(Here's a screen shot from my demo app)
I'm currently creating a fairly complicated app. I'm thinking of doing help as a semi-transparent overlay - help in text form is hard to swallow for users; it's much more helpful to just point at stuff and say "this does that".

Is there a good iphone sdk documentation site that provides good examples / common usage?

The problem? I look up stuff in the xcode documentation and find very useful lists of objects, methods, etc... But then I still have to go somewhere else to find useful example code of how to use that object. For example, I looked up NSNumber yesterday and found all of the neat stuff it can do, but I still had no clue how to use it. That's just an example. I'm sure I could read the objective c pdf front to back and learn something there (which I plan on doing) but what about later? When I'm looking up some UIKit object? Do I have to go find a tutorial each time (or lately, I just ask StackOverflow and you guys take care of me).
Is there a part of the apple website / xcode documentation that shows the example code I'm looking for?
Is there a wiki site out there or something that has what I'm looking for? (I just tried a simple google search "iphone sdk wiki". this site could be good. iphone sdk wiki . I'll check it out. Anyone else have one they like? )
This is also sort of a mild complaint to Apple. Why not a section on each code definition page that shows usage?
I've found the sample code section on Apple's iPhone Developer Connection be extremely useful not only for samples of complete applications but also a best practices source. Going through the code of The Elements, for example, will expose you to how to use particular classes as well as how to structure your code. It is a wonderful example of how to create a non-trivial iPhone app.
Look in developer.apple.com/iphone they have pretty good documentation (you can use the search bar there) on all the classes and have a lot of good sample code..
I really would emphasize the "Related sample code" section on many, if not most, of the documented classes.
But, IMHO, there isn't any easy way of acquiring the knowledge to develop in Cocoa/Cocoa Touch. The API's are so numerous that it simply takes a lot of time and experience. You just have to work on it, look at a lot of books and study the sample source code where available.
I've tried to take a purposeful approach by carving out some time every week to learning a new API/class irrespective of whether my current project needs it or not.
Alternatively, search Joe Hewitt. He's the developer for iPhone facebook. He has a project you can download that demonstrates all the features of facebook. It's an awesome open source project!
When you look something up in Xcode Developer Documentation, you sometimes get a Related Sample Code: text that tells you what Sample the method or property is used in. Too bad you can't click on it to see the code, but if you do click it takes you to the page to download the sample. – mahboudz 0 secs ago
Apple Developer site has all kinds of code examples. Try searching google for a UICatalog project, it will show you all the basic UI stuff you can do, like adding buttons and progressbars through using only code.